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Everything posted by Kainzorus Prime
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Where would you get Dooku, I might ask?
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Malachor VI: An Ending Mod
Kainzorus Prime replied to VarsityPuppet's topic in General Kotor/TSL Modding
VP updates on and off as he pleases, so it's not really dead. His last post in the thread was like a month ago anyway. Besides, it's nearly at 50% completion, so that's something. -
Bugs and minor inconveniences with TSLRCM 1.8
Kainzorus Prime replied to Hassat Hunter's topic in TSLRCM
Mostly just textures and a couple of weapons. Nothing that would mess any scripts. -
Bugs and minor inconveniences with TSLRCM 1.8
Kainzorus Prime replied to Hassat Hunter's topic in TSLRCM
Another thing, and yes, I know on the scale of 1 to Annoying, I'm up there with Annoying, but hey, might as well help iron these things out. Out of all Jedi party members, Handmaiden lacks dialogue options to teach her new forms and/or feats. Again, not sure if it's intetional, but given you can teach everyone else, I doubt it. Also, on Dantooine, if the player is allied with the mercenaries, after initial wave and killing Zherron, an earlier cutscene of Azkul asking the PC if they're ready plays, and it's possible to loop this situation infinitely. However the plot can be progressed by ignoring it and running into Khoonda. -
Malachor VI: An Ending Mod
Kainzorus Prime replied to VarsityPuppet's topic in General Kotor/TSL Modding
I agree it would make sense for droids to stay behind. Eventually the remote would get the 'urge' prompted by its programming and the hologram to seek out the buried ships and commence its part of the game. -
Malachor VI: An Ending Mod
Kainzorus Prime replied to VarsityPuppet's topic in General Kotor/TSL Modding
If I might make a suggestion, seeing as this isn't strictly restored content but an expansion - I'd suggest something along these lines to the Malachor arrival bit, since it's never elaborated why exile is left behind alone, and everyone apparently legged it to the academy. 1. Hawk crashes 2. Cutscenes with Sion and Kreia from TSLRCM 3. Exile is injured/knocked out and placed in Hawk's medbay 4. Party leaves for Trayus Academy, Mandalore gets injured along the way, has the conversation with Visas (moved from Ravager) 5. Eventually, they enter Trayus (this provides explanation to the random TSLRCM sith assassins found in the courtyard, remarked with heavy repeater fire wounds) 6. Exile wakes up, uses the cargo lift (like in the prologue) to exit, heads to Trayus Academy. -
Bugs and minor inconveniences with TSLRCM 1.8
Kainzorus Prime replied to Hassat Hunter's topic in TSLRCM
Wait till you encounter the female one that uses tank droid soundset. I plan to fix those as part of NPC overhaul mod. EDIT: Also, found another minor thing - during the transit to Malachor, when every party member mentions it in their thoughts, when Atton's turn comes, the background visible through Hawk's cockpit windows is set to Dantooine. I'd suggest using the hyperspace one used during transift from Peragus to Citadel. EDIT 2: Yet another thing. During the silent explanation of Remote's mission on Malachor (the 'Your programing commands you...' bit) there is a line "Run through the level...". That kinda breaks from the immersion, even if it's just there as an instruction. "Traverse/Travel across Malachor's surface..." would be better. -
Wouldn't know where to start, and probably crash and burn before figuring my way through.
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It's not so much as 'hate', but I do cringe at Kaevee's VO like so many people. She sounds more whiny than traumatized. Personally, I think giving her a twi'lek VO and sticking additional line how she's from outer rim, like the human guys in Korriban academy speaking in twi'ek in K1, would work well there.
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Bugs and minor inconveniences with TSLRCM 1.8
Kainzorus Prime replied to Hassat Hunter's topic in TSLRCM
Not sure if it's intentional or a bug, so I'll list it here. When asking T3 about Mandalore, he plays the hologram of Canderous without the helmet, saluting and speaking. However, one of the exile's responses is "It looked like Revan needed Canderous for something". Thing is, the hologram doesn't show Revan at all, so it's kinda confusing why that sort of response would be there. Is there a bug in the script or no holo-Revan was supposed to appear? -
Inspired by VP's Trayus Rank Reform, an NPC overhaul for K1/TSL is in progress.
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Cool. I'll pop up on Red Eclipse sometime, when life's a little less hectic than now. Another two questions, which species are locked for free people, and how's the traction for beginners such as yours truly. Would I be able to level to a medium-decent level at a reasonable pace?
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So, I've been eyeing this game for some time now that it went F2P, and having never really touched an MMO before, is it worth playing? I know it doesn't support mods, but that's sorta understandable. I'm curious if the F2P restrictions mentioned on wikia are still in place by now? Or did they change something to not penalize free players, but simply give more stuff to paying people? Also what other restrictions are there besides less cash and slower leveling?
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File Name: Korriban/Manaan Music Fix File Submitter: Kainzorus Prime File Submitted: 23 Sep 2013 File Category: Mods Author: Kainzorus Prime Mod Name: Korriban/Manaan Music Fix ************************* Under NO circumstances is this, or any of my other, mod(s) to be posted on ANY site other than by myself. ************************* 1. Info =========== During the visit to Korriban, it could be observed that the ambient music was correctly played for some areas. The combat music however, was the same as the one in the Sith bases, and the tombs in the Valley of the Dark Lords used the Sith theme for ambient music. Also, the Sith embassy on Manaan used the Korriban ambient music instead of Sith base one. This mod corrects this by setting all the Korriban areas to use its ambient and combat music, and setting the Manaan embassy to use Sith theme for ambient music. 2. Installation: ========= Run the patcher and let it do its magic. 3. Credits: =========== Special thanks to: Holowan Laboratories - For all the great resources. Zbyl2 - Patcher help. 4. DISCLAIMER: =============== This Mod is not supported by LucasArts, Bioware or Obsidian. Please do not contact them for support of this mod. Copyright: Star Wars: Knights of the Old Republic, characters, items, etc. are trademarks and copyrights owned by their respective trademark and copyright holders. Star Wars: Knights of the Old Republic: The Sith Lords, characters, items, etc. are trademarks and copyrights owned by their respective trademark and copyright holders. Bioware and the Odyssey Engine are trademarks of Bioware Corp. Obsidian are trademarks of Obsidian Entertainment. All trademarks and copyrights contained in this document are owned by their respective trademark and copyright holders. Author: Kainzorus Prime Mod Name: Korriban/Manaan Music Fix ************************* Under NO circumstances is this, or any of my other, mod(s) to be posted on ANY site other than by myself. ************************* 1. Info =========== During the visit to Korriban, it could be observed that the ambient music was correctly played for some areas. The combat music however, was the same as the one in the Sith bases, and the tombs in the Valley of the Dark Lords used the Sith theme for ambient music. Also, the Sith embassy on Manaan used the Korriban ambient music instead of Sith base one. This mod corrects this by setting all the Korriban areas to use its ambient and combat music, and setting the Manaan embassy to use Sith theme for ambient music. 2. Installation: ========= Run the patcher and let it do its magic. 3. Credits: =========== Special thanks to: Holowan Laboratories - For all the great resources. 4. DISCLAIMER: =============== This Mod is not supported by LucasArts, Bioware or Obsidian. Please do not contact them for support of this mod. Copyright: Star Wars: Knights of the Old Republic, characters, items, etc. are trademarks and copyrights owned by their respective trademark and copyright holders. Star Wars: Knights of the Old Republic: The Sith Lords, characters, items, etc. are trademarks and copyrights owned by their respective trademark and copyright holders. Bioware and the Odyssey Engine are trademarks of Bioware Corp. Obsidian are trademarks of Obsidian Entertainment. All trademarks and copyrights contained in this document are owned by their respective trademark and copyright holders. Click here to download this file
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Version 1.0
12,615 downloads
Author: Kainzorus Prime Mod Name: Korriban/Manaan Music Fix ************************* Under NO circumstances is this, or any of my other, mod(s) to be posted on ANY site other than by myself. ************************* 1. Info =========== During the visit to Korriban, it could be observed that the ambient music was correctly played for some areas. The combat music however, was the same as the one in the Sith bases, and the tombs in the Valley of the Dark Lords used the Sith theme for ambient music. Also, the Sith embassy on Manaan used the Korriban ambient music instead of Sith base one. This mod corrects this by setting all the Korriban areas to use its ambient and combat music, and setting the Manaan embassy to use Sith theme for ambient music. 2. Installation: ========= Run the patcher and let it do its magic. 3. Credits: =========== Special thanks to: Holowan Laboratories - For all the great resources. Zbyl2 - Patcher help. 4. DISCLAIMER: =============== This Mod is not supported by LucasArts, Bioware or Obsidian. Please do not contact them for support of this mod. Copyright: Star Wars: Knights of the Old Republic, characters, items, etc. are trademarks and copyrights owned by their respective trademark and copyright holders. Star Wars: Knights of the Old Republic: The Sith Lords, characters, items, etc. are trademarks and copyrights owned by their respective trademark and copyright holders. Bioware and the Odyssey Engine are trademarks of Bioware Corp. Obsidian are trademarks of Obsidian Entertainment. All trademarks and copyrights contained in this document are owned by their respective trademark and copyright holders. Author: Kainzorus Prime Mod Name: Korriban/Manaan Music Fix ************************* Under NO circumstances is this, or any of my other, mod(s) to be posted on ANY site other than by myself. ************************* 1. Info =========== During the visit to Korriban, it could be observed that the ambient music was correctly played for some areas. The combat music however, was the same as the one in the Sith bases, and the tombs in the Valley of the Dark Lords used the Sith theme for ambient music. Also, the Sith embassy on Manaan used the Korriban ambient music instead of Sith base one. This mod corrects this by setting all the Korriban areas to use its ambient and combat music, and setting the Manaan embassy to use Sith theme for ambient music. 2. Installation: ========= Run the patcher and let it do its magic. 3. Credits: =========== Special thanks to: Holowan Laboratories - For all the great resources. 4. DISCLAIMER: =============== This Mod is not supported by LucasArts, Bioware or Obsidian. Please do not contact them for support of this mod. Copyright: Star Wars: Knights of the Old Republic, characters, items, etc. are trademarks and copyrights owned by their respective trademark and copyright holders. Star Wars: Knights of the Old Republic: The Sith Lords, characters, items, etc. are trademarks and copyrights owned by their respective trademark and copyright holders. Bioware and the Odyssey Engine are trademarks of Bioware Corp. Obsidian are trademarks of Obsidian Entertainment. All trademarks and copyrights contained in this document are owned by their respective trademark and copyright holders. -
A small request here, since I'm a scripting moron - I'd like the Force Enlightenment to be modified, so that Heal powers are added to the list of ones it activates.
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- 9 comments
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- TSLRCM friendly
- tsl
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(and 1 more)
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Miles Sound Tools - gone forever?
Kainzorus Prime replied to Dark_Ansem's topic in General Kotor/TSL Modding
Now it worked, thanks SH. -
Miles Sound Tools - gone forever?
Kainzorus Prime replied to Dark_Ansem's topic in General Kotor/TSL Modding
Welp, I got the mail, but it had no links or attachments. Could you re-send it? -
File Name: Boma Beast Teeth Fix File Submitter: Kainzorus Prime File Submitted: 22 Sep 2013 File Category: Skins Author: Kainzorus Prime Mod Name: Boma Beast Teeth Fix ************************* Under NO circumstances is this, or any of my other, mod(s) to be posted on ANY site other than by myself. ************************* 1. Info =========== This mod fixes one of the many, many screw-ups left in the wake of Obsidian's decision to mess with the engine's shaders. The Boma beasts on Dxun and Onderon had a black space between their teeth, while in reality, it should have been transparent as intended. 2. Instalation: ========= Place the files in the Override folder. 3. Usage ========= The mod will replace the textures as soon as they're in the Override. 4. REMOVAL: =========== Remove the files from the OVerride folder. 5. Credits: =========== Special thanks to: Holowan Laboratories - For all the great resources. 6. DISCLAIMER: =============== This Mod is not supported by LucasArts, Bioware or Obsidian. Please do not contact them for support of this mod. Copyright: Star Wars: Knights of the Old Republic, characters, items, etc. are trademarks and copyrights owned by their respective trademark and copyright holders. Star Wars: Knights of the Old Republic: The Sith Lords, characters, items, etc. are trademarks and copyrights owned by their respective trademark and copyright holders. Bioware and the Odyysey Engine are trademarks of Bioware Corp. Obsidian are trademarks of Obsidian Entertainment. All trademarks and copyrights contained in this document are owned by their respective trademark and copyright holders. Click here to download this file
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Version 1.0
2,896 downloads
Author: Kainzorus Prime Mod Name: Boma Beast Teeth Fix ************************* Under NO circumstances is this, or any of my other, mod(s) to be posted on ANY site other than by myself. ************************* 1. Info =========== This mod fixes one of the many, many screw-ups left in the wake of Obsidian's decision to mess with the engine's shaders. The Boma beasts on Dxun and Onderon had a black space between their teeth, while in reality, it should have been transparent as intended. 2. Instalation: ========= Place the files in the Override folder. 3. Usage ========= The mod will replace the textures as soon as they're in the Override. 4. REMOVAL: =========== Remove the files from the OVerride folder. 5. Credits: =========== Special thanks to: Holowan Laboratories - For all the great resources. 6. DISCLAIMER: =============== This Mod is not supported by LucasArts, Bioware or Obsidian. Please do not contact them for support of this mod. Copyright: Star Wars: Knights of the Old Republic, characters, items, etc. are trademarks and copyrights owned by their respective trademark and copyright holders. Star Wars: Knights of the Old Republic: The Sith Lords, characters, items, etc. are trademarks and copyrights owned by their respective trademark and copyright holders. Bioware and the Odyysey Engine are trademarks of Bioware Corp. Obsidian are trademarks of Obsidian Entertainment. All trademarks and copyrights contained in this document are owned by their respective trademark and copyright holders. -
Miles Sound Tools - gone forever?
Kainzorus Prime replied to Dark_Ansem's topic in General Kotor/TSL Modding
Could you poke it my way as well? I used to have it, then it was lost in the format. -
File Name: Peragus Galaxy Map Change File Submitter: Kainzorus Prime File Submitted: 19 Sep 2013 File Category: Skins Author: Kainzorus Prime Mod Name: Peragus Galaxy Map Change ************************* Under NO circumstances is this, or any of my other, mod(s) to be posted on ANY site other than by myself. ************************* 1. Info =========== This mod introduces a very simple change to one of those little things that are there just to be annoying. The galaxy map on the Ebon Hawk displays both the planet icon and the model for Peragus II as a random brown ball. Which looks nothing like the planet you can see during the prologue or while on the outside of the facility. This mod fixes these two through texture changes. 2. Instalation: ========= Place the files in the Override folder. 3. Usage ========= The mod will replace the textures as soon as they're in the Override. 4. REMOVAL: =========== Remove the files from the OVerride folder. 5. Credits: =========== Special thanks to: Holowan Laboratories - For all the great resources. 6. DISCLAIMER: =============== This Mod is not supported by LucasArts, Bioware or Obsidian. Please do not contact them for support of this mod. Copyright: Star Wars: Knights of the Old Republic, characters, items, etc. are trademarks and copyrights owned by their respective trademark and copyright holders. Star Wars: Knights of the Old Republic: The Sith Lords, characters, items, etc. are trademarks and copyrights owned by their respective trademark and copyright holders. Bioware and the Odyysey Engine are trademarks of Bioware Corp. Obsidian are trademarks of Obsidian Entertainment. All trademarks and copyrights contained in this document are owned by their respective trademark and copyright holders. Click here to download this file
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Version 1.0
1,533 downloads
Author: Kainzorus Prime Mod Name: Peragus Galaxy Map Change ************************* Under NO circumstances is this, or any of my other, mod(s) to be posted on ANY site other than by myself. ************************* 1. Info =========== This mod introduces a very simple change to one of those little things that are there just to be annoying. The galaxy map on the Ebon Hawk displays both the planet icon and the model for Peragus II as a random brown ball. Which looks nothing like the planet you can see during the prologue or while on the outside of the facility. This mod fixes these two through texture changes. 2. Instalation: ========= Place the files in the Override folder. 3. Usage ========= The mod will replace the textures as soon as they're in the Override. 4. REMOVAL: =========== Remove the files from the OVerride folder. 5. Credits: =========== Special thanks to: Holowan Laboratories - For all the great resources. 6. DISCLAIMER: =============== This Mod is not supported by LucasArts, Bioware or Obsidian. Please do not contact them for support of this mod. Copyright: Star Wars: Knights of the Old Republic, characters, items, etc. are trademarks and copyrights owned by their respective trademark and copyright holders. Star Wars: Knights of the Old Republic: The Sith Lords, characters, items, etc. are trademarks and copyrights owned by their respective trademark and copyright holders. Bioware and the Odyysey Engine are trademarks of Bioware Corp. Obsidian are trademarks of Obsidian Entertainment. All trademarks and copyrights contained in this document are owned by their respective trademark and copyright holders.